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If you want to learn more about CSS and HTML, I recommend the Codecademy’s free
Drawing Graphics Primitive
Among many of the benefits HTML5 brought was a standardized graphics interface.
The HTML5 canvas allows you to draw graphics primitives like squares, circles, and
polygons. Using the canvas directly can be painful, so we’ll use a graphics library
called
to take advantage of the HTML5 canvas.
Paper.js is not the only canvas graphics library available:
are very popular and robust alternatives. I’ve
used all of these libraries, and they’re all very high quality.
Before we start using Paper.js to draw things, we’ll need an HTML canvas element to
draw on. Add the following to the body (you can put it anywhere; after the intro para‐
graph, for example):
<
canvas
id
=
"mainCanvas"
></
canvas
>
Note that we’ve given the canvas an
id
attribute: that’s how we will be able to easily
refer to it from within JavaScript and CSS. If we load our page right now, we won’t see
anything different; not only haven’t we drawn anything on the canvas, but it’s a white
canvas on a white page and has no width and height, making it very hard to see
indeed.
Every HTML element can have an ID, and for the HTML to be
valid (correctly formed), each ID must be unique. So now that
we’ve created a canvas with the id “mainCanvas”, we can’t reuse
that ID. Because of this, it’s recommended that you use IDs spar‐
ingly. We’re using one here because it’s often easier for beginners to
deal with one thing at a time, and by definition, an ID can only
refer to one thing on a page.
Let’s modify main.css so our canvas stands out on the page. If you’re not familiar with
CSS, that’s OK—this CSS is simply setting a width and height for our HTML element,
and giving it a black border:
#mainCanvas
{
width
:
400px
;
height
:
400px
;
border
:
solid
1px
black
;
}
Drawing Graphics Primitive | 9